Hi guys,
First of all, thank you for the answers. Unfortunately, I couldn't solve my
problem. I already tried the first solution that consisted in giving different
render bin to the axis and the sphere, but then I either have the sphere always
on top of the axis, or the axis always on top of
What I would do in standard OpenGL is this:
1) Draw your whole model first (with depth test enabled);
2) Clean the depth buffer only (glClear(GL_DEPTH_BUFFER_BIT););
3) Draw the dragger (with depth test enabled).
In this way the dragger would always appear on top of the model, no matter its
Hi Nick,
I've just tried your test model and see the problem but as yet don't
know the cause. I experimented with changing various parameters and
consistently it looked like the textures flipped halfway through their
lifetime. I have had a bash at looking at the revision logs for
Particle.cpp
On Mon, Jun 11, 2012 at 12:31 PM, Gianluca Natale
nat...@europe.altair.com wrote:
What I would do in standard OpenGL is this:
1) Draw your whole model first (with depth test enabled);
2) Clean the depth buffer only (glClear(GL_DEPTH_BUFFER_BIT););
3) Draw the dragger (with depth test enabled).
Hi Vishwa,
On 10 June 2012 14:55, shekhar vishwa vishwa.shek...@gmail.com wrote:
I have implemented above code in my program, but it doesnot make the
background transparent. I want to see the underlying views being the
viewport.
We've provide a *lot* of support and guidance to try and help
Hi Vishma,
First thing to check: Is the c++ file which contains this line of code:
osgText::String* string = newosgText::String(గౌతమి,
osgText::String::ENCODING_UTF8);
...utf-8 encoded? It has to be since the text is hard-coded in the source.
Second thing to check: does the actual font that
Hi,
I want to get events from the keyboard. To do this I created a class by
deriving osgGA::GUIEventHandler and implemented hanlder method.
But my program is not catching the events. Here is my code
Code:
class KeyboardEventHandler : public osgGA::GUIEventHandler
{
bool
Hi,
I am creating a scene in which there will be two geometries connected by a
tube. The geometries can move around in between frames, so the tube must also
move and resize. The way I am trying to do this is to have a geometry for a
tube of unit length and diameter. Then, if the position of
Robert,
Thank you for your quick reply. It may also be worth noting that if the
particle system is created at run time, it seems to work correctly. However,
when the particle system is saved to a file and then read back in is when the
problem begins to show.
I am in the process of
I did encounter this, and I did track it down. The quick fix is that
you probably have a line in your particle system .osg file that looks
like this:
textureTile 1 1 1
To fix the problem, you need to change it to this:
textureTile 0 0 0
Slightly longer explanation:
OSG is interpreting the
Hi . I m trying to access the OSG website and download by svn the new
version but looks like the that the site is down .
Do you know how long to back on line ?
--
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hay! I tried to change my e-mail address and got locked out! Is there any way
to fix that?
-
Evil Beware! We have Waffles!
D Glenn
smime.p7s
Description: S/MIME cryptographic signature
___
osg-users mailing list
This really sounds helpful, Robert, but for some reason this examples you
recommended aren't understandable for me. They all tells about reflecting,
printing it into a flag and so on. isn't there an example which just renders a
single node, a single box or something else into a texture and
Hi all,
We are experiencing problems with the old server, it seems there is a
problem with the university network, nothing related to the trac. Now I
can't reach the server using ssh, so till tomorrow I won't be able to take
a look. In the meanwhile you can use the github[1] or mercurial[2]
On 11 June 2012 16:30, Glenn, David E CTR NAVAIR, 535100D
david.e.glenn@navy.mil wrote:
Hay! I tried to change my e-mail address and got locked out! Is there any way
to fix that?
Could you be a bit more specific about what email address, what you
got locked out from, what do you mean you
Hi Christian,
I'm afraid I do have time to walk you through the baby steps of this
type of problem. The OSG has lots of examples, there are several
books, lots of resources you can call upon to learn about the OSG.
Robert.
On 11 June 2012 16:26, Christian Rumpf ru...@student.tugraz.at wrote:
I am creating a scene in which there will be two geometries connected by a
tube. The geometries can move around in between frames, so the tube must
also move and resize. The way I am trying to do this is to have a geometry
for a tube of unit length and diameter. Then, if the position of
No need anymore, Robert. I finally a homepage which explains everything about
render to texture:
http://beefdev.blogspot.de/2012/01/render-to-texture-in-openscenegraph.html
It really helped me, and I finally could load my shader files with texture as
uniform sampler2D. Nevertheless thank you
Hi,
I'd like to know what would be the difference between:
viewer.getViewerFrameStamp()-getReferenceTime();
and
osg::Timer::instance()-delta_m(startTick,endTick)
in the following codes:
Code:
int main( int argc, char** argv )
{
/* Add models to the scene */
Hi there!
We want to develop a visitor to count all visible vertices given a subgraph.
Our first approach has been the VertexCounter that can be found in
osgocclusionquery.cpp.
The problem with this approach is that we get all vertices, but not only the
visible ones.
What we want to achieve
Hello,
I have the following setup. The main camera renders the scene to frame-buffer.
Attached in the subgraph below the main camera, there is a post-render camera
which does its work after the main has completed and renders to texture.
However, in this second camera I want to reuse the depth
Hello Marko,
In my deferred rendering setup I had the same problem.
Just bind the depth buffer in the second pass as input. Just be sure not
to write to the depth buffer (if you don't want to) by disabling depth
writes for the pass.
I'm bit busy right now, so just ask me again if the problem
Hi Maia,
The FrameStamo::getReferenceTime() is the reference time for the
current frame, it's updated during the viewer.advance() and isn't
updated till the next advance(). advance() is called as the first
part of the viewer.frame().
Robert.
On 11 June 2012 19:12, Maia Randria
OK, thank you very much.
Maia
robertosfield wrote:
Hi Maia,
The FrameStamo::getReferenceTime() is the reference time for the
current frame, it's updated during the viewer.advance() and isn't
updated till the next advance(). advance() is called as the first
part of the viewer.frame().
Hello Sebastian,
thanks for a quick reply. I wanted to do something like that, but I am missing
the depth_tex part. The first camera doesn't render to texture, but to a
classical frame buffer/depth_buffer. The second camera is then RTT, but it
should be using the depth buffer from the first
Well, it sent me an e-mail to fix it! Think I'm up and running agein! Sorry for
the bother!!
D Glenn
David Glenn
---
D Glenn 3D Computer Graphics amp; Media Systems.
www.dglenn.com
--
Read this topic online here:
Pete,
That did it for me! It works once I changed the .osg file from 1 1 1 to 0 0
0. Thank you very much for your help.
Thank You,
Nick
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48185#48185
27 matches
Mail list logo